September to Dismember Tournament Report

One of our biggest tournaments yet and the first Season 9 tournament! Including our TO, Adam, we had a turnout of 10 players. We saw PanO, Ariadna, Combined Army, Yu Jing, and Nomads represented. We had been practicing Deadly Dance and Show of Force for a month with some folks bringing Scarface, so to minimize disruption to those players, our TO enabled the Soldier of Fortune rules (1 SWC tax to be able to take 75 points of mercenaries).

Game 1 – A Clinic in Dismantling AROs

So, I tried to bring a REM-heavy list with Yuan Yuans and McMurrough to take advantage of the Soldier of Fortune rules and to abuse the EVO: Overclock program. My opponent was also using the Soldier of Fortune rules and had his own Yuan Yuans along with a Cateran. This game was a clinic in dismantling ARO pieces and then crippling a list.

Deployment

He puts a Bulleteer Spitfire on each flank, with at Cateran and the TO Order Sergeant on the right. Joan comes down on the right, backed up by the Black Friar MULTI Rifle and a warcor providing top cover from a building. The Fusilier hacker hides in the backfield along with the doctor and the engineer. The Machinist’s Palbot shows up on my left, presumably to pick up the Bulleteer that’s there.

My turn to deploy. I hide the Evo and Zoe on the left, protected by a Tsyklon Feuerbach. Pi Well is on my right, backed up by a Lunokhod Akrylat-Kanone, a Transductor Zond, and Zoe’s helper bot. To the left of those ‘bots is the TR HMG Zond, in cover on a rooftop. Everything can see the Cateran’s camo token that’s on the right. To defend my middle, I’ve got a flamethrower Lunokhod and the remaining Transductor. Both Interventors hang out on rooftops, prone, with my HD+ Lt on the left by the Tsyklon and the KHD on the right, next to Pi Well.

He held his Black Friar MSR in reserve, and that comes down in total cover on rooftop on the left, and I tuck McMurrough behind the building where Zoe is, deep in my DZ.

Turn 1

Top of Turn 1 – Military Orders

I declare that I’m using EVO: Overclock, and elect to not deduct any orders from his pool, figuring I’ll need my command tokens for later. He walks three Yuan Yuans on in total cover, one off his board edge, and one on each flank. The Black Friar MSR snipes down a Transductor Zond in the middle, and then the left Yuan Yuan throws smoke for the Black Friar to take out the Tsyklon. The TO Order Sergeant surprise-shots the TR Zond, blowing it off the table in a single order. The Cateran activates next and attempts to take out my Lunokhod Akrylat-Kanone, taking two glue missiles and two combi-shots from Pi Well in response. I fail all my BS rolls, but pass the Lunokhod’s ARM, fortunately. The Black Friar MSR activates again and kills the center Lunokhod flamethrower. Next, the left Bulleteer spitfire rolls up the board and guns down the EVO and Zoe before going into suppression fire along with the Black Friar MULTI Rifle, Joan, and the right Bulleteer Spitfire.

Bottom of Turn 1 – Nomads

Well, in one turn, I lost a Tsyklon, a Lunokhod, Zoe, the EVO, the TR Zond, and a Transductor Zond. Whelp, what we’ve learned here is that Overclock is useless if you’re not in good range bands and they can stack modifiers. My opponent really delivered quite a clinic in shutting down ARO pieces.

I may not have any guns, but I do have Yuan Yuans. I drop one in near his doctor, engineer, hacker, and Yuan Yuan, but it gets flash pulsed by the Warcor and is now useless. I drop in two more Yuan Yuans, trying to land them behind Joan. One deviates and lands in the the open, but thankfully outside the LoF of any of the things in suppression. The other sticks the landing, and both of them survive the stray fire that comes their way. I throw McMurrough up the board with his impetuous order, smoking the left Bulleteer from a position of safety. I spend another order and come around the corner and stab it to death, but get catch a stun round from the Black Friar MSR and fail my BTS rolls. I coordinated order the Yuan Yuans and double chain rifle the TO Order Sergeant MSR, blowing him off the table but losing both Yuan Yuans in the process. The flash-pulsed Yuan Yuan tucks himself into a corner, forcing my opponent to come dig him out later with his own Yuan Yuan.

Well, I don’t have any more useful Yuan Yuans, McMurrough is blind, and my Lunokhod is out of glue gun rounds. All I’ve got left on the board that is of any use is Pi Well, so I attempt to triangulated fire the Cateran to open the right flank. I need 8’s, and spend 4 orders rolling 10’s and up. I did land triple 10’s though in a single roll, which is a 1 in 8000 chance, so I guess I’m “lucky”? I coordinated order the Lunokhod, Pi Well, and the Transductor Zond up the field, trying to make some headway. The Cateran and Pi Well trade some fire in this exchange but I rolled something like a 15 and a 16, and the Cateran also whiffs. McMurrough spends my last order advancing up the field a little, hopefully to gain some ground on the Black Friar and do some damage to his left flank once the stun round wears off.

Turn 2

Top of Turn 2 – Military Orders

The left Yuan Yuan attempts to chain rifle McMurrough, and I fail my dodge and take a wound. The middle Yuan Yuan chain rifles my Yuan Yuan, who shotguns him in the face successfully, but mine dies and his doesn’t. The right Yuan Yuan chucks some smoke for fun and scoots up the board a little. He rolls his Black Friar MULTI Rifle up the field, pew pewing the whole way at McMurrough. I don’t have a good answer other than dodging, so I dodge a bunch, scooting around to force him to advance to both keep LoF and get into good rangebands, but he keeps spending orders and eventually gets into good range and takes out McMurrough. He spends a few more orders on the right Yuan Yuan, attempting to chain rifle my ‘bots, but they all dodge (miraculously) and the Crazy Koalas blow him off the board. The Cateran takes a potshot at my Transductor Zond, relying on his Mimetism and cover, which works just fine for him, and my Transductor Zond goes down.With his last order, he throws the Black Friar into suppression, watching the center of the board, daring my bots to walk by. And yes, I proxied Rocket Racoon as Pi Well.

Bottom of Turn 2 – Nomads

I’m almost in retreat, and I’ve got almost no orders left. I need to clear out the Black Friar, so I White Noise through the Lunokhod’s repeater and take some bad-range shotgun shots and die to a crit from the Black Friar MULTI Rifile. Pi Well scoots up, using my last coordinated order to move the Interventors into my nearest scoring zone, and takes another shot at the Cateran with my last order, failing all his rolls again.

Turn 3

Top of Turn 3 – Military Orders

The Yuan Yuans advance to the midfield. Joan rolls up and tries to wipe out Pi Well, but he finally makes his first roll of the game and crits her. She scurries away, only to be replaced by the Bulleteer spitfire, which just blasts him off the table. He spends the remainder of his turn scooting stuff into position without any AROs from me, save landing White Noise on the Black Friar MULTI Rifle out of spite as it walks near my Lt.

Bottom of Turn 3 – Nomads

I’m in retreat and stick out my hand. An truly auspicious start to the tournament!

9-0 Military Orders Victory!

Notes

Well. That sucked.

I deployed too aggressively, leaving everything except for my hackers out to ARO.

Lunokhods and Transductors cannot duel at long range effectively. I don’t think I can leave them out to ARO against things in the enemy DZ, even with glue cannons. Seems obvious in hindsight, but I guess that’s what I get for taking a list I didn’t practice with to a tournament.

The Tsyklon was good, but not against Smoke + MSV2.

The Lunokhods and their Crazy Koalas completely denied him access to my DZ with his Yuan Yuans, so at least I did one thing right with my deployment.

Should’ve swapped Zoe and her zondbot’s positions. Much harder to get at her through Pi Well, a Lunokhod, and two Crazy Koalas than an EVO and a dead Tsyklon.

Interestingly enough, EVOs are useless against other REMs. They have no capability to deal with REMs or HI, which was a surprise to me! I had assumed they would at least get some IMM-1 option against HI or REMs, but they don’t have anything! That probably would’ve saved Zoe’s life.

I needed to stack more AROs together, which I tried to do, but clearly sucked at.

I had covered the Cateran quite well, with Pi-Well, the Lunokhod glue cannon, and the TR Zond, but he (correctly) removed the TR zond with the TO Order Sergeant (who nothing else could see at the time) before revealing the Cateran.

I hate Caterans. They were the bane of my existence back in N2, and they continue to be huge jerks in N3.

I stupidly shot back with the TR bot against the TO MSR, even though I’m quite aware that it’s -12 to my BS. It just escaped my attention at the time. Should’ve dodged on a -6, better than auto-failing all 4 rolls. At least then I could’ve gotten the TR bot in total cover if I lucked out on the roll.

I think I should’ve just moved the Lunokhod into better position when I had White Noise up. The right thing to do would’ve been to move my Interventor up, drop White Noise on the Black Friar MULTI Rifle, and then had freedom of movement with the Lunokhod, just hoping to tank the shot from the Cateran as I rolled by. Then he would have at least had to dig my Lunokhod out.

Were I to take this list again, I think I need to set up my AROs against only the midfield approaches, where he has to work to get there and I have good ranges.

Pi Well, in spite of failing ALL THE ROLLS, was “mildly annoying” to remove. Since he was the only thing that gave my opponent any sort of trouble, I’ll give him the thumbs up and the label of MVP of the game!

Game 2 – Might as well be a banana.

I tried a list with a few new pieces this time, particularly an Intruder Banana. First time hitting the table for the “new” Intruder. Usually the first time models hit the table for me they get shot off immediately, and this time was no different.

Deployment

My opponent puts his link team in the middle of his DZ, with his ML prone on a building and his HMG prone behind some cover on the ground. Mulebots and Fugazi show up on both flanks, with the left Mulebot backed up by his Auxilia. I hate Auxilia with the fury of a thousand stellar furnaces glittering in the darkness off the Tannhauser gate. Mutts are still worse though. Anyway, his Hexa KHD hangs out on the right along with his Pathfinder. The sensor Deva, who is also his DataTracker, mirrors the Pathfinder’s deployment on the left. A well-designed list with excellent deployment.

I cover the left and right flanks with Jaguar Panzerfausts and Morlocks. The Intruder Banana comes down on the right, next to a little hill that he can climb to see stuff if he wants, and then I put my Gecko in total cover in the middle, ready to run to whatever quadrant he needs to get to. Probably not the smartest idea facing off against his link team, even through a saturation zone, in retrospect. My Lt hangs out in the back on the right. I’ve got my Zero on the closest left objective to be able to try and flip the zones should I want to, and my Bandit KHD in the middle behind a little box. My Spektr goes down on the right in a weird spot, hopefully in the right place to take out his ML without getting his face shot off. My Moran is in a bit of dumb spot, as we’ll see later. He’s prone, but can be seen if you do some walking up the board.

The Uhlan comes down in the middle, and I drop Bran over the centerline in what ends up being a stupid spot, in total cover and within two orders of his link team, and the game starts. We both roll the far right quadrant, from my perspective. Gross.

Turn 1

Top of Turn 1 – NCA

He rolls the Auxilia up and intuitive attacks Bran. I’m forced to reveal. At least Bran successfully shotguns down the Auxilia’s bot. The Uhlan spends a few orders scooting about and wrecking my Jaguars and the Moran, a Fugazi scoots up and drops a sniffer to reveal the Bandit, and he recamos the Uhlan to get a surprise shot on the Gecko, with no results other than baiting some Blitzens out of me. Giving up on murdering my Gecko for the turn, he piles his Mulebot, a Fugazi, his Pathfinder, the Uhlan, and his Hexa into my far right quadrant and passes the turn. I think at some point during all of this, something shot a Mulebot but he just engineers it back up.

Bottom of Turn 1 – Nomads

The Morlock on the left gets shot off the table. The Morlock on the right runs up, flubs his smoke, but fortunately the ARO coming back is also a miss. I spend the Morlock’s irregular order to throw smoke again and fail. I climb the Intruder Banana up the hill to take a shot at the Uhlan. The Uhlan rolls a 1. Intruder Banana needs 13’s and rolls a 14, 15, 16, 16 and fails all his ARM rolls against the Feuerbach EXP. I try to get my Lieutenant into the fight to hack the Uhlan and end up hanging out near the Spektr, who is still in hidden deployment. The Zero scoots into base to base with the console on the left, and the Gecko and the Uhlan trade some shots, but I’m in my bad range so nothing happens. It does take a wound from a Feuerbach shot at some point during all of this. I attempt to Cybermask my Lt with his order, but roll an 18, then pass the turn.

He’s got 2 points for having the Uhlan in his quadrant, and I’ve got nothing. We roll off, Hexa versus Zero, and I manage to move his quadrant to my close right, which means he’ll have to walk around a big terrain piece through the center to get to it. Could be worse.

Turn 2

Top of Turn 2 – NCA

He kills Bran with the Uhlan, but the Bandit glues the Uhlan. His palbot rectifies that situation, using the Uhlan to block LoF to itself as it does so. The box the Zero is sitting on has a slight divot in the edge, which means the Zero is barely visible to the Fusilier HMG. He successfully discovers and shoots her off the table. Sloppy on my part. I could’ve positioned her slightly differently, but I didn’t, assuming that this essentially cosmetic feature of the box wasn’t a big deal. Instead, I made an ass out of myself (to “assume” makes an ASS of U and ME), so I got what was coming to me. He spends some time shuffling his stuff on the right to get himself into a better position for Turn 3, recamoing his Uhlan as he does so. As part of that, he rolls a Fugazi up to my Interventor, presumably to put me in LoL with his Hexa, but I successfully Blackout its repeater as it slides into position.

Bottom of Turn 2 – Nomads

The Morlock runs up the right, fails his smoke but survives the Pathfinder’s ARO. He spends his irregular order to chain rifle the Uhlan, Hexa, and the Mulebot (thanks for giving me the shot, Mulebot!). The Hexa and Uhlan dodge successfully, but at least they’re revealed. The Mulebot goes down again, and the Morlock is erased by the Fusilier ML. The dodges bring his palbot, the hexa, and the Uhlan into a line, so I activate the Bandit and shotgun the Palbot, beating the Palbot’s dodge, the Hexa’s Redrum, and the Uhlan’s dodge. Everyone takes a wound, even the Uhlan, but the Bandit is turned to paste by the Fusilier link team. I gotta say, I consistently fail my models by being a bad commander, but my Bandit has never let me down. Thanks, Bandit! I reveal the Spektr and kill the ML fusilier, dropping prone. Now that the ML is gone, I can try to advance the Gecko to remove his HMG. I don’t have the orders, and the Fusilier HMG lives, with the Gecko now hopelessly out of position. I fail to Cybermask my Lt again on an 18.

Turn 3

Top of Turn 3 – NCA

The Uhlan kills the Gecko and then kills my Lt. He starts shuffling other stuff up the board, but with only a Spetkr on the table I save him the trouble and stick out my hand to concede.

7-0 NCA Victory!

Notes

Not much appeal to Intruder Banana after this first game. Still, it was the first time that he hit the table, and using the a model for the first time caused me to lose my footing a little, I suppose. =P

I used Bran totally wrong. I definitely should’ve parked him somewhere closer to the link team, higher up and out of view of anything. Either that or directly in shotgun range of the link team, just as a throwaway ARO. I don’t think the latter is particularly great, especially with two sensors and a bunch of sniffer bots on the table, but maybe? Food for thought.

Probably should’ve taken the E/Mitter version of Bran too, just as another anti-TAG piece.

Take Bran more. I am bad with Bran now, need to get better.

Don’t be stupid with placement of my camo tokens. There was no reason I should’ve lost that Zero, and it only cost him an order. Some might call it a gotcha moment, but I did take a beat to think about how I wanted to place my Zero, including thinking about putting on the other side of the box, so this is on me.

Great sacrifice on the Bandit, but it was too little too late.

Also, great use on the Morlock to reveal his TAG and Hexa. Trading up on Morlocks and Bandits is pretty consistent if you’re careful. I’m getting more comfortable with using them, but there’s definitely more room for improvement.

I dropped off the Crazy Koalas using Standby instead of dodging when the Moran went down. It didn’t really slow him down, but I think it was worth it.

Spetkr deployment wasn’t great, but wasn’t awful. We talked about it a bit after the game, both of us talking it through couldn’t come up with a significantly better place. Doesn’t mean there wasn’t one though.

Spektrs are yet another tool I need to learn to use properly.

Maybe I should’ve kept the Spektr standing, and tried to stall out his Uhlan? Meh.

I’m also not sure if I waited too long to use the Spektr. At the end of turn 1, if he had popped out of hidden deployment, he was gonna get shot by a bunch of stuff in addition to the ML, so it probably wasn’t worth it.

There were a lot of low-vis/saturation zones on this table. They suck. A lot. Without Intruder Banana to help, the modifiers really stack up against me, especially against link teams.

I was pretty bummed after the first game, and having a bunch of rolls go against me really bummed me out further. This lead to some sub-optimal decisions, e.g. losing the Zero. Need to remember to take a beat and level-set.

Game 3 – Sharing is Caring

I was very pleased to hear that my final opponent of the day was Alex, who regardless of what happens on the table is a genuine pleasure in all respects. The game itself did not disappoint for hilarious moments either!

Deployment

Hoo boy. This is not good. A pile of Kuang Shi and Shaolin are on the table, with a pair of Bao MSR watching the whole table. Both Baos are on rooftops in opposite corners, with the right one supported by the CG Kuang Shi controller. He’s got his FO Guilang by the left panoply with the AHD on the other side of a building from the center objective. His Lt, the doc, and the engineer are tucked away, with the engineer’s bot on the left and the doctor’s bot on the right, near the Bao MSR and the CG Kuang Shi controller.

I copy my deployment from the last game, with Jaguars and Morlocks on the flanks (if it didn’t work, do it again, right?). My Interventor is on the right, with my Gecko Forward Deployed in the middle, ready to make a dash to the center objective. The Moran and his Koalas hang out near the approach to the objective, with my Bandit mirroring his Guilang FO. My Spetkr can just barely make it onto the cream-colored building on the left, so that’s where he goes in hidden deployment.

I’ve got Intruder Banana backing up the Gecko, and I drop Bran in a position to take out the left Bao MSR on my turn, eliciting a heartfelt “oh no” from Alex. He drops his Yu Jing stabby TAG thing on the left, so I counter-deploy with my Zero AHD.

Turn 1

Top of Turn 1 – Yu Jing

All of the monks activate and chuck smoke as they move up the board, followed by the Kuang Shi. I missed the ladder right next to Bran in my excitement (d’oh!) and Alex climbs a monk up next to Bran. I throw caution to the wind and declare Engage! I’ve never had Bran in close combat before, and he’s never had someone stupid enough to engage his monks in close combat before, so we look up the stats and find out that they’re basically identical in CC.

He throws an order at trying to CC me, but I beat his roll! He rolls a 16, 17 on his ARM saves and lives to fight another day. The stabby Yu Jing TAG thing rolls up a bit, and pastes my Jaguar on the left. I reveal my AHD Zero, but I’m off by an inch and can’t hack it. He activates his Guilang FO, grabs a nanopulsar out of the panoply, and proceeds to unleash a swarm of nanobees on my poor Zero.

I’m too distracted by the above mental image and end up forfeiting my Intruder’s ARO to this, although the Gecko does take a shot, whiffing against the Guilang. The stabby Yu Jing TAG thing rolls up and starts shooting at my Gecko. I decide to hold with my Intruder, intending to force him to discover Mr. Banana and attempt a Blizten, which whiffs, earning the Gecko a wound. He tries again, discovering the Intruder and splitting burst, and this time I Mk 12 him for better rangebands with the Gecko and reveal the Intruder. Intruder Banana tanks the HMG round that lands, and the Gecko manages to land a wound on the Yu Jing TAG! He’s out of orders in that combat group now so he sinks 3 more orders into the Bran/monk fight. We roll off again, he beats my roll but it isn’t a crit, and I pass my ARM. We roll again, I win the roll this time, but he rolls a 16, 17 again. He flips an irregular order regular with a command token. It’s his last order. Both of us use dice cups, so we drop a die in each of our cups, start rattling them around as we’re giggling at how ridiculous this is, and flip the cups over.

He wins the roll! I pick up the die and drop it, and it’s a a fail! Bran goes down to the monk’s shock CCW. With that, it’s my turn!

Bottom of Turn 1 – Nomads

The Morlock on the left was in the second combat group, and doesn’t have an order to cancel its impetuous move, so it runs out and gets gunned down. The other morlock attempts to land smoke on the Intruder, positioning the smoke in such a way to get a normal roll against the Yu Jing stabby TAG thing, gets shocked off the table, and fails his smoke roll! Drat. I activate the Intruder and split burst between the Guilang and the TAG, pasting the Guilang but bouncing off the TAG’s armor. Next, I coordinated order the Gecko, the Intruder, and the Moran, shuffling the Moran a little just to get some Crazy Koala movement, and I back the Gecko to outside of 16″ to get in good rangebands for the Blitzen. The Intruder is the spearhead, so he chooses to FtF the TAG against the Intruder. The HMG rounds bounce off the TAG, but the Blizten lands and sneaks a failed BTS roll through! I drop white noise on the corner of the building separating the Gecko from the Bao on the right with my Lieutenant’s order via the Moran’s repeater, but then realize that the engineer’s helper bot is well within range of the frozen Yu Jing TAG.

I sink the rest of my order pool into shooting the immobilized TAG with the Gecko’s Mk 12. Fatality L1 carries the day, and with my last regular order I blast it off the table. I flip the Bandit’s irregular order into a regular one with a command token, and gun down the Bao for good measure through the white noise.

Turn 2

Top of Turn 2 – Yu Jing

The Kuang Shi and Shaolin move up under the cover of smoke. I don’t manage to take any out with the Gecko, but he picks up the Bao with his doctor and shoots the Gecko, forcing it back into cover. He advances a Kuang Shi around the corner and intuitive attacks my Bandit, she doesn’t fail me and shotguns him in the face! As amazing as Bandits are, she eventually crumbles under repeated chain rifles from all the Yu Jing warbands. The Crazy Koalas account for a few of the warbands, but a Kuang Shi makes it up the building the Moran is on and chain rifles him down.

Bottom of Turn 2 – Nomads

I activate my Interventor and shoot the Kuang Shi, but he ends up going dogged. We forget that V:Dogged grants V:Courage and he fails a guts roll and goes prone. So while this is legal, it definitely helps me more than it helps him, so thanks, Alex! I coordinated order the Spektr, Intruder, and Gecko, moving all three up. The Gecko and the Bao on the right have a slapfight, and the left Bao holds against the Spetkr, who idles for the second short skill. The key is that now the Spetkr can only see the Bao on the left, so I activate him and gun him down, pasting the Bao off the board. Hooray! Unfortunately, the Gecko is now in range of the Guilang AHD (which I totally forgot about). Alex says: “Uhh… I hack you! What should I do?!” I tell him to possess, so he does! I pass my BTS rolls, just barely. I need to get my Gecko out of range, so I spend my last order running the Gecko away and resetting. In what seems to be the story of the tournament, the Guilang rolls a 1, and I roll an 18! I drop two dice in my dice cup, and fail one BTS roll! I’m out of Command Tokens too!

Turn 3

Top of Turn 3 – Yu Jing

Alex starts calculating if he’s in retreat, and we call the TO over to see if my Gecko counts against retreat for him. As it turns out, he’s not in any danger of retreat, Gecko or not, but it was excellent to see Adam’s face when presented with this bizarre question. He two orders running the Gecko into base to base with the center objective and shooting my troops! The Gecko downs the Intruder, but he wisely ends his turn before throwing the rest of his orders into trying to kill the Spektr, just in case my bad dice this tournament finally get hot.

Bottom of Turn 3 – Nomads

Notes

Probably should’ve revealed the Spektr sooner. Not having its order wasn’t game breaking but would’ve been helpful in dealing with all the Kuang Shi and Shaolin running around.

Got too ballsy with Bran. Again. That would’ve been sweet though, if I had managed to win in CC.

I was pretty happy with my first turn this game. I think I did pretty much everything right with the possible exception of positioning the Gecko.

I wasn’t happy with the Gecko’s initial position. It ended up working out, but not having cover against the enemy TAG was rough.

Intruder Banana actually did something this game, hooray! It’s that first time hitting the table summoning sickness.

I missed an ARO with the Intruder, should’ve taken it against the Guilang, that probably would’ve saved me an order in the first turn, letting me put the Gecko in suppression, for example.

Getting the Gecko possessed sucked, but I think I finally hit my groove this game after getting rekt the first two games.

Final Thoughts

As usual, things boil down to deployment. I need to set up better and overlapping AROs.

Bran remains a difficult to use model. I will keep trying.

The Spektr plays much more subtly than an Intruder. The additional variable of “when to reveal” complicates things.

I really need to put the Interventor on the same side as the Spektr to defend him against enemy MSV. That’s critical.

Be more aggressive with the Interventor Lt, and take the FastPanda profile. Not having the reach to hack critical things or provide critical white noise is really sad. I can find the two points somewhere.

One thought on “September to Dismember Tournament Report”

Jon, it was a great ending for the tournament, wasn’t it! Nothing like us swapping blows and effectively devastating each other’s armies to round out a day… You got really close on the army, but it was a…

Zanshi LT – second combat group, not first
Engineer and Yaozao – first combat group
Only 3 monks – second combat group
One Chaiyi Remote – second combat group (though the only thing he did all game was generate an order)

Looking at your list I should’ve actually skipped the Chaiyi and gotten an extra Kuang Shi and a Warcor… Oh well next time 😊

I expect we will continue to bring the pain every time we face off… Cheers!